This recovery might be faster or slower depending on circumstances, and rest for these purposes includes non-strenuous activity, such as eating, sleeping, walking, casual conversations, etc. Casting a spell, taking watch for more than 2 hours, and other such tense activity interrupts a rest.

For purposes of the recovery of class and racial abilities, a “short rest” is 8 hours long and a “long rest” is 24 hours of consecutive rest.

Weapon and Armor Quality

All combat equipment (shields, weapons, and armor) will wear down over time. This wear and tear is reflected in Quality Points, or QP. Each particular piece of equipment has a QP maximum. This is 3 for most equipment (the default), 4 for finely forged equipment and heirlooms, and 2 for shoddy or apprentice handiwork.

0 QP: This equipment is broken/shattered/worn beyond repair. It is unusable. It is feasible for broken weapons to be used as improvised weapons. Broken armor/shields provide no AC benefit

All adventurers know how to repair their equipment in basic ways; they can remove dents from armor, sharpen swords, etc. Such repair can occur over the course of 1 hour. This instead takes 10 minutes if the character is proficient in Smith’s Tools. Such maintenance can restore a single weapon, shield, or suit of armor from 1 QP to 2 QP, but not to higher values or from 0 QP to 1 QP.

All magical equipment has a maximum QP of 4, and will gain 1 QP overnight.

Making a Strength (Smith’s Tools), Dexterity (Leatherworker’s Tools), or similar appropriate check can do the following: